











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Female | 
| Race | Higher | 
| Class | Temporal Warden | 
| Level / Exp | 27 / 16% | 
| Size | medium | 
| Lifes / Deaths | Killed by Glorytira the black bear at level 12 on the 1st Dusk 122nd year of Ascendancy at 17:260 / 7 Killed by Aura at level 15 on the 28th Dusk 122nd year of Ascendancy at 06:14 Killed by Yveritta the snow giant chieftain at level 16 on the 72nd Dusk 122nd year of Ascendancy at 18:39 Killed by Varsha the Writhing at level 17 on the 73rd Dusk 122nd year of Ascendancy at 01:15 Killed by dread at level 24 on the 2nd Allure 123rd year of Ascendancy at 21:25 Killed by elder vampire at level 24 on the 3rd Allure 123rd year of Ascendancy at 02:32 Killed by The Master at level 27 on the 6th Allure 123rd year of Ascendancy at 16:18 | 
Primary Stats
| Strength | 18 (base 12) | 
| Dexterity | 59 (base 34) | 
| Constitution | 28 (base 18) | 
| Magic | 54 (base 50) | 
| Willpower | 39 (base 26) | 
| Cunning | 17 (base 10) | 
Resources
| Life | -52/666 | 
| Mana | 276/281 | 
| Paradox | 507 | 
| Positive | 110/128 | 
| Healing Factor | 1.4363636363636 | 
| Regeneration | 68.212909090907 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +20.000000000001% | 
| Spell | 0% | 
| Global | +75.471698113208% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 6 | 
| See Stealth | 18.752717759958 | 
| See Invisible | 17.752717759958 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major | 
Offense: Mainhand
| Damage | 56 | 
| Accuracy | 54 | 
| Crit Chance | 12% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 30 | 
| Accuracy | 54 | 
| Crit Chance | 18% | 
| APR | 26 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +6% | 
| Cold | +18% | 
| Light | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +10% | 
Defense: Base
| Armour (hardiness) | 21 (57.811550151976%) | 
| Defense | 0 | 
| Ranged Defense | 0 | 
| Fatigue | 0 | 
| Physical Save | 38 | 
| Spell Save | 39 | 
| Mental Save | 40 | 
Defense: Resistances
| Acid | + 24%( 73%) | 
| Blight | + 28%( 73%) | 
| Arcane | + 5%( 73%) | 
| Cold | + 47%( 73%) | 
| All | 0%( 73%) | 
| Mind | + 6%( 73%) | 
| Lightning | + 3%( 73%) | 
| Light | + 12%( 73%) | 
| Temporal | + 13%( 73%) | 
| Physical | + 13%( 73%) | 
| Darkness | + 45%( 73%) | 
| Fire | + 22%( 73%) | 
| Nature | + 20%( 73%) | 
Defense: Immunities
| Disarm Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Silence Resistance | 20% | 
| Poison Resistance | 10% | 
| Blind Resistance | 34% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. | 
Class Talents
| Chronomancy / Bow Threading | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Chronomancy / Speed Control | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Threaded Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| Chronomancy / Spacetime Folding | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Combat | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Chronomancy / Temporal Guardian | 1.30 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Chronomancy / Blade Threading | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
Generic Talents
| Chronomancy / Chronomancy | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Chronomancy / Spacetime Weaving | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| Chronomancy / Fate Weaving | 1.10 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Phase Pulse | 
| talent | Premonition | 
| talent | Contingency | 
| talent | Weapon Folding | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | Reduces global action speed by 32%.Slow | 
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 540 HP on the iceblock remaining.Frozen | 
| beneficial effect | A flow of life spins around the target, regenerating 47.04 life per turn.Regeneration | 
| beneficial effect | Reduces darkness damage received by 15%.Premonition Shield | 
| beneficial effect | Each turn will fire an arrow at The Master.Arrow Echoes | 
| detrimental effect | The target takes 27% more damage from necrotic minions.Rigor Mortis | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
| beneficial effect | The target's defense and saves have been increased by 15.3 Spin | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
Quests
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You failed to protect the injured seer from death by white wolf.Escort: injured seer (level 2 of Old Forest) | failed | 
| You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell.Escort: injured seer (level 5 of Dreadfell) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved Magic by +2. | done | 
| You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara.Escort: lost anorithil (level 1 of Daikara) As a reward you improved talent Healing Light (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell.Escort: lost warrior (level 4 of Dreadfell) As a reward you improved Strength by +2. | done | 
| You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: temporal explorer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Foresight (+1 level(s)). | done | 
| You failed to protect the worried loremaster from death by king cobra.Escort: worried loremaster (level 7 of Dreadfell) | failed | 
| The unhallowed morass is the name of the 'zone' surrounding Point Zero.Future Echoes The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 22. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vampire lord fang. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You have met what seems to be a future version of yourself.The Way We Weren't | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 2 lumberjacks have died. | done | 
Equipment
| On feet |  wanderer's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +1 Con Physical save: +10 (+4 eff.) Mental save: +12 (+4 eff.) Movement speed: +20% A pair of boots made of leather. | 
| Quiver |  quiver of yew arrows 'Cyraritira' (22/22, 34-47.6 power, 14 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +14 Crit. chance: +3.0% Capacity: 22 Damage (Ranged): +4 acid / +24 physical Burst (radius 2) on crit: +4 physical Arrows are used with bows to pierce your foes to death. | 
| Light source |  Spectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 246 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. | 
| On head |  thaloren hardened leather cap of might (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +8% blight Mental save: +6 (+2 eff.) A cap made of leather. | 
| On hands |  Undeathwell (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 cold Damage when hit (Melee): 16 light Changes resistances: +7% cold Changes damage: +3% cold / +6% nature / +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  yew totem of cure ailments 'Mivon' [power 2]  (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Dex Changes resistances: +12% light / +5% arcane Life regen: +0.20 It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Khelostir the copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 8 acid Changes stats: +2 Con Changes resistances: +9% acid Grants telepathy: Demon/Minor Demon/Major Blindness immunity: +24% Light radius: +3 Infravision radius: +6 See stealth: +6 See invisible: +5 Rings can have magical properties. | 
| On fingers |  savage's gold ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 19% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 26 light Changes stats: +3 Con Spell save: +11 (+4 eff.) Maximum stamina: +12.00 Rings can have magical properties. | 
| Around neck |  Gebreba Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+0 eff.) Changes resistances: +6% mind / +9% darkness Changes resistances cap: +3% all Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Blindness immunity: +10% Silence immunity: +20% Disarm immunity: +25% Amulets can have magical properties. | 
| In main hand |  steel waraxe 'Hanazor' (13.5-18.9 power, 3 apr) Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Mag Damage type: Temporal Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +9 cold When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Changes resistances: +6% darkness / +3% lightning Critical mult.: +11.00% Physical save: +3 (+1 eff.) Poison immunity: +10% One-handed war axes. | 
| Around waist |  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| In off hand |  Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 0% Mag, 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. | 
| Cloak |  cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% darkness / +13% temporal Defense after a teleport: +17 Resist all after a teleport: +10% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Cloak of Deception. | 
| Main armor |  cured leather armour 'Falydil' (2 def, 11 armour) Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes stats: +1 Mag / +5 Wil / +6 Cun / +1 Con Changes resistances: +15% acid / +13% physical / +22% fire Mental save: +10 (+4 eff.) A suit of armour made of leather. This item has been sent to the Item's Vault. | 
Inventory
|  Natureraptor the gold amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +3 Cun / +4 Str Changes resistances: +24% nature / +19% blight Reduces incoming crit damage: 15.00% Poison immunity: +25% Disease immunity: +30% Amulets can have magical properties. | 
|  Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. | 
|  gladiator's gold ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +25% Life regen: +2.60 Rings can have magical properties. | 
|  keeper's yew starstaff of blood (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 draining blight When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Casting speed: +12% Life leech chance: +6% Life leech: +10% Paradox regeneration: -3.00 Staves designed for wielders of magic, by the greats of the art. | 
|  Underworld Trident (50-70 power, 10 apr) Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 50.0 - 70.0 Uses stat: 120% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 shadowflame Burst (radius 2) on crit: +20 % chance of gloom effects When wielded/worn: Physical crit. chance: +5.0% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 Infravision radius: +3 (The Gloom burst on critical applies debuffs.) It can be used to activate talent Earthquake (costing 50 power out of 50/50) : Effective talent level: 3.0 Power cost: 50 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 47.00 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. | 
|  Charhacker (18.5-25.9 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 111% Damage (Melee): +25 cold Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +1 Dex Changes damage: +3% temporal One-handed war axes. | 
|  Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. | 
|  This item will automatically be transmogrified when you leave the level. vined mindstar (4-4.4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 0% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Warping Vest (30 def, 0 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Defense: +30 (+20 eff.) Changes resistances: +25% temporal Changes resistances cap: +10% temporal Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving Pinning immunity: +20% It can be used to activate talent Scatter (costing 40 power out of 50/50) : Effective talent level: 4.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (32) for 3 turns. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. | 
|  4 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  4 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  16 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  9 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  2 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  3 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  6 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  210 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
| Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. | 
|  sapper's iron pickaxe (dig speed 27 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Shard of Crystalized Time Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +2 Con / +4 Wil Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
Achievements
 Ay ay captain!
			Turn into a pirate!
			Ay ay captain!
			Turn into a pirate!By Aura the Higher Temporal Warden level 8
79th Pyre 122nd year of Ascendancy at 16:45 see stats
 Curse Lifter
			Killed Ben Cruthdar the Cursed.
			Curse Lifter
			Killed Ben Cruthdar the Cursed.By Aura the Higher Temporal Warden level 13
18th Dusk 122nd year of Ascendancy at 06:08 see stats
 Exterminator
			Killed 1000 creatures.
			Exterminator
			Killed 1000 creatures.By Aura the Higher Temporal Warden level 18
13rd Haze 122nd year of Ascendancy at 04:08 see stats
 Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aura the Higher Temporal Warden level 22
35th Haze 122nd year of Ascendancy at 12:31 see stats
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Aura the Higher Temporal Warden level 10
4th Flare 122nd year of Ascendancy at 03:15 see stats
 Level 20
			Got a character to level 20.
			Level 20
			Got a character to level 20.By Aura the Higher Temporal Warden level 20
13rd Haze 122nd year of Ascendancy at 23:39 see stats
 Merry wintertide!
			Finish the Santascape event and free the little helper elves.
			Merry wintertide!
			Finish the Santascape event and free the little helper elves.By Aura the Higher Temporal Warden level 23
47th Haze 122nd year of Ascendancy at 12:23 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Aura the Higher Temporal Warden level 9
3rd Mirth 122nd year of Ascendancy at 21:42 see stats
 Treasure Hunter
			Amassed 1000 gold pieces.
			Treasure Hunter
			Amassed 1000 gold pieces.By Aura the Higher Temporal Warden level 18
13rd Haze 122nd year of Ascendancy at 00:50 see stats
 Wibbly Wobbly Timey Wimey Stuff
			Killed the weaver queen and the temporal defiler.
			Wibbly Wobbly Timey Wimey Stuff
			Killed the weaver queen and the temporal defiler.By Aura the Higher Temporal Warden level 4
75th Pyre 122nd year of Ascendancy at 17:45 see stats
Log
The Master is no longer invisible.
The Master casts Manathrust.
Aura shares damage with her guardian!
The Master hits Aura's temporal clone for 174 arcane damage.
The Master hits Aura for (41 shared), 93 arcane (93 total damage).
Aura warps space-time to equip: steel waraxe 'Hanazor'
Shantiz the Stormblade
quiver of yew arrows 'Cyraritira'.
Aura performs a melee critical strike against Banshee!
Aura's Arrow Echoes hits The Master for 63 physical, 10 lightning, 22 light, 14 fire, 19 arcane, 3 arcane, 15 fire, 28 temporal (174 total damage).
Aura hits Banshee for 69 temporal, 5 lightning, 7 cold, 28 light, 6 cold, 4 fire, 20 temporal, 25 physical (164 total damage).
Aura killed Banshee!
The Master casts Freeze.
Aura is encased in ice!
The Master hits Aura's temporal clone for (36 shared) damage.
The Master hits Aura for 117 cold damage.
Aura's temporal clone casts Singularity Arrow.
Your summoned Aura's temporal clone disappears.
Aura's temporal clone's Singularity Arrow hits The Master for 30 lightning damage.
Aura's temporal clone's Singularity Arrow hits Aura for (25 to ice), 37 physical, (2 to ice), 3 lightning, (5 to ice), 7 light, (3 to ice), 5 fire, (5 to ice), 7 arcane, (1 to ice), 1 arcane, (3 to ice), 5 fire, (5 to ice), 8 temporal (73 total damage).
Aura resists the knockback!
The Master is drawn in by the singularity!
Aura resists the knockback!
Aura's temporal clone hits The Master for 37 physical damage.
Aura's temporal clone hits Aura for (23 to ice), 34 physical (34 total damage).
Aura uses Infusion: Regeneration.
Aura starts regenerating health quickly.
The Master uses Stunning Blow.
The Master performs a melee critical strike against Aura!
Saving game...


















































